Fiora Build Guide by umitsystem
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hello and welcome to my guide: Fiora - The Invincible Shredder. Before you start reading anything, notice this guide isn't done yet. This guide is focused on being tanky while dealing a good amount of damage at the same time, so please everyone, don't tell me to get more ad items like an Infinity Edge because my build is not focused on that.
Anyone who likes / thinks this guide is good please vote up. If you're about to downvote, please tell me why. I don't want random downvotes without any reason at all, these are considered trollvotes to me. I hope you enjoy this guide as much as I do and please leave me some feedback.
You might notice some grammer mistakes, im trying to fix these but my english aint that good. Sorry about that!
Pros / Cons
These pros / cons are based on this build and the champion itself.
* Her attack speed is insane. Wit's End + Madred's Bloodrazor + Burst of Speed = 2.4 attack speed!
* Amazing damage if played right.
* Really tanky with this build.
* Can block on-hit spells / auto attacks.
* Invincible with your ultimate which makes them unable to focus you.
* Can chase enemies really good.
* Can kill minion waves/turrets really fast late game.
* Has an ad passive which gives her the ability to buy more attack speed items early game.
* With this build, Thornmail wont effect you really much.
This spell is a good choice on fiora, it can be used in defensive and offensive situations like Flash. The only disadvantage is that Ghost can be countered with slow and you can't go trough walls like Flash can. If you have the feeling your movement speed is way to low, this spell will help you alot.
This spell isn't the best choice but it isn't bad to. This spell gives you a litle bit more survivability which can turn loses into wins. If you're new and struggling to keep alive Heal is a great spell for you!
This spell is great, especially when you're solo laning. The only disadvantage about this spell is, it's not THAT usefull late game and it has a pretty high cooldown compared to Flash and Exhaust. It is a great choice vs harras champions and a great choice if you don't like walking.
This spell is always a nice spell to choose. The only disadvantage is has is that Cleanse has a pretty long cooldown for just removing the cc effects on you. If you're fighting vs a full cc team, this spell is awesome.
This spell should be picked by supports and not by a dps. The only real situation you should choose this spell is never. If no one picks Clairvoyance in your team, your team is doing something wrong and you should consider finding another one.
This spell just wastes a summoner spell slot like every spell does under the topic 'Bad Options'. You shouldn't be spamming abilities every time you can deal a litle bit damage to your enemy which doesn't even get you anywhere. Leave Clarity for a support.
This spell can be usefull but not in our situation which makes it a bad choice. The only way Promote can be usefull is to push your lane which isn't your goal as a solo laner.
This spell is pretty useless. Yes i know that Surge gives as and ap, but late game the as will exceed your as cap and the ap is pretty much useless so just don't pick it.
This spell is just useless in every way possible unless you're trying to troll which leads to hate. The cooldown on Revive is ridiculous high, you have to die before you can actually use this spell which isn't your goal in LoL and it will let people probaly rage at you. Just DON'T pick it.
Greater Mark of Strength: Instead of armor penetration you can also use attack damage. These runes will increase your jungling / laning for early game which helps people who just started jungling, but late game you wont notice anything of these runes which sucks.
Greater Seal of Alacrity: Do you prefer attack speed? These runes might just help you. I do not really like them myself but they are not bad. This will help you farming for sure and it will increase your jungling. The only thinn thats bad about these runes is that it removes your armor which means solo laning can be a pain in the *** versus huge harasers (like Urgot or Yorick).
Greater Glyph of Warding: These runes are actually pretty good, they are slightly better then Greater Glyph of Shielding early game, but late game they are not as good as Greater Glyph of Shielding. If you are fighting vs a team with much magic damage, these runes will help you much more to stay on lane earlier on.
Greater Glyph of Focus: Cooldown reduction is actually pretty good on Fiora. These runes will help you spam your abilities much more and help you block more auto attacks so you can survive longer versus carrys. They remove your magic resistance though which can be a pain in the *** early game.
Greater Quintessence of Fortitude: Need health? Pick these runes, they will help you really much to stay on your lane longer + it will scare your enemy more because your health is alot higher. The only disadvantage is that your damage will be lower which isn't to handy with this build because you are already not dealing TO much damage.
Greater Quintessence of Swiftness: Tested these and they are actually pretty good, especially when you're jungling. This build doesn't contain any movement speed items so these runes might help alot if you love to sprint. The only disadvantage is that these runes remove a good amount of damage.
Greater Quintessence of Strength: Just like the Greater Mark of Strength you can go for attack damage instead of armor penetration. These runes will increase your jungling / laning for early game which helps people who just started jungling, but late game you wont notice anything of these runes which sucks.